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SHINE by Zadrot337.
Briefly: Not yet clear.
There is a certain circle of people in the duo who like to release a prologue before the release of the main project. A small part of them creates a prologue of 5 or more missions, thus making it one of the links of the main plot. However, most of these people release, so to speak, a “pilot series” in the form of one mission, in which they can do the most they can, this is to introduce the main characters, or to show the “set”. The problem is that often such an undertaking does not carry a great semantic load, and in a solo performance it looks like a dummy.
This mission was no exception. Of course, the backbone of the plot was presented to us literally on a silver platter: Scientists were developing a teleportation device, but instead of their home planet, the device opened a corridor in a completely different world. Soon the aliens took advantage of this corridor and staged an invasion. Against the background of all this, a certain person in a bioprotective suit is looking for some kind of doctor who supposedly can help in this situation. Or something like that, I, honestly, did not particularly remember the plot in the city hall. Because everything looks kind of faded.
The project pleased with high-quality cut scenes with special effects, as well as immodest mapping. We did not recognize the characters as such, and it is not yet clear where the project will develop. But I'm looking forward to a Save Mankind story. Let's see how it will actually be.
Rating: 7/10.
Briefly: Not yet clear.
There is a certain circle of people in the duo who like to release a prologue before the release of the main project. A small part of them creates a prologue of 5 or more missions, thus making it one of the links of the main plot. However, most of these people release, so to speak, a “pilot series” in the form of one mission, in which they can do the most they can, this is to introduce the main characters, or to show the “set”. The problem is that often such an undertaking does not carry a great semantic load, and in a solo performance it looks like a dummy.
This mission was no exception. Of course, the backbone of the plot was presented to us literally on a silver platter: Scientists were developing a teleportation device, but instead of their home planet, the device opened a corridor in a completely different world. Soon the aliens took advantage of this corridor and staged an invasion. Against the background of all this, a certain person in a bioprotective suit is looking for some kind of doctor who supposedly can help in this situation. Or something like that, I, honestly, did not particularly remember the plot in the city hall. Because everything looks kind of faded.
The project pleased with high-quality cut scenes with special effects, as well as immodest mapping. We did not recognize the characters as such, and it is not yet clear where the project will develop. But I'm looking forward to a Save Mankind story. Let's see how it will actually be.
Rating: 7/10.
Karima: Invasion by BaBaBoy.
Briefly: We slipped marriage.
Can anyone tell me how it is possible to treat a project (which consists of one mission) so carelessly, and then make excuses in the description, and hope for a positive assessment?
Who passed this mission will understand me, for the rest - I'll tell you.
Plot.
Before us is a project about the war. Quite a common theme in our work. And by the law of the genre, the US military punishes the Bad Boys. The case takes place in Sudan, where some terrorists hold a bar at a crossroads, thereby blocking the road. We, in the role of a squad leader, who is a woman (USA - tolerance!), Together with another squad of comrades, must break through to the bar, capture it, and strengthen the position. We have a tank in the leadership, and hope for fire support from the air. Having decided on a courageous step, we decide to make a breakthrough - and we succeed. We have to accept the battle with our own hands, firing back from helicopters with a tank gun. Having shown the enemy where the crayfish hibernate, we are located in the bar, where the discussion of the further plan takes place. This is where the mission ends.
The plot is simple. As such, there are only two characters: our GG, and the corporal of the second detachment. GG's name is Sophia, and the following can be said about her: She shoots, she walks, she can drive a tank, she tries to joke, and she seems to have balls of steel. The corporal does not stand out in any way, and this is bad. The project does not reveal the personalities of the characters in any way, so you don’t even know what to look at, because nothing more sensible is happening on the screen. Only stupid "military" conversations about the situation, support, etc. Some kind of COD. And then, far from his level.
Cut scenes. This is both good and very bad. The author made a cool trick in the initial cut-scene (not, well, COD for sure), and in the same cut-scene he crap from the angle. In the future, such jambs were not noticed, and the cut-scenes looked good.
Gameplay.
Ohoho, that's what I was talking about at the beginning. It all starts with the usual escort of the tank to the bar (AGAIN COD?!). Before passing, I read the comments on the project, so I was already tuned in to the bot's curved ride. But I wasn't ready for what I saw. I don’t know what the author did, but this idiot rode in one place like a goner on a tank. I had to change my route myself. It took me exactly a minute, and, surprisingly, the bot went just damn perfect. He even drove through cars. What was the problem of the author to change his route???????? IN WHAT?????
This is half the trouble. I understand that the author had a desire to make the gameplay difficult. But yep, the tanker, even on a quiet ride, quickly leaves, because of which you do not have time to kill the infantry before he approaches it. And on the way to the bar, 4-5 people stood with RPGs. And if the author had made the tank explosion-proof, the project would not have lost anything. But since The subsequent shooting on the tank was much more fun. And there, the lack of explosion resistance of the tank is even justified. However, the mood is already spoiled, and this directly affects the attitude towards the project.
Outcome.
Very short prologue, with story, gameplay and COD features. If the whole project continues in this vein, then it is unlikely to receive more than 7 points. For more, you need to either bring in good gameplay with a barrel of pizdekshona, or make a good story with well-developed characters. How it will be at the exit - the devil knows.
Rating: 6/10.
Briefly: We slipped marriage.
Can anyone tell me how it is possible to treat a project (which consists of one mission) so carelessly, and then make excuses in the description, and hope for a positive assessment?
Who passed this mission will understand me, for the rest - I'll tell you.
Plot.
Before us is a project about the war. Quite a common theme in our work. And by the law of the genre, the US military punishes the Bad Boys. The case takes place in Sudan, where some terrorists hold a bar at a crossroads, thereby blocking the road. We, in the role of a squad leader, who is a woman (USA - tolerance!), Together with another squad of comrades, must break through to the bar, capture it, and strengthen the position. We have a tank in the leadership, and hope for fire support from the air. Having decided on a courageous step, we decide to make a breakthrough - and we succeed. We have to accept the battle with our own hands, firing back from helicopters with a tank gun. Having shown the enemy where the crayfish hibernate, we are located in the bar, where the discussion of the further plan takes place. This is where the mission ends.
The plot is simple. As such, there are only two characters: our GG, and the corporal of the second detachment. GG's name is Sophia, and the following can be said about her: She shoots, she walks, she can drive a tank, she tries to joke, and she seems to have balls of steel. The corporal does not stand out in any way, and this is bad. The project does not reveal the personalities of the characters in any way, so you don’t even know what to look at, because nothing more sensible is happening on the screen. Only stupid "military" conversations about the situation, support, etc. Some kind of COD. And then, far from his level.
Cut scenes. This is both good and very bad. The author made a cool trick in the initial cut-scene (not, well, COD for sure), and in the same cut-scene he crap from the angle. In the future, such jambs were not noticed, and the cut-scenes looked good.
Gameplay.
Ohoho, that's what I was talking about at the beginning. It all starts with the usual escort of the tank to the bar (AGAIN COD?!). Before passing, I read the comments on the project, so I was already tuned in to the bot's curved ride. But I wasn't ready for what I saw. I don’t know what the author did, but this idiot rode in one place like a goner on a tank. I had to change my route myself. It took me exactly a minute, and, surprisingly, the bot went just damn perfect. He even drove through cars. What was the problem of the author to change his route???????? IN WHAT?????
This is half the trouble. I understand that the author had a desire to make the gameplay difficult. But yep, the tanker, even on a quiet ride, quickly leaves, because of which you do not have time to kill the infantry before he approaches it. And on the way to the bar, 4-5 people stood with RPGs. And if the author had made the tank explosion-proof, the project would not have lost anything. But since The subsequent shooting on the tank was much more fun. And there, the lack of explosion resistance of the tank is even justified. However, the mood is already spoiled, and this directly affects the attitude towards the project.
Outcome.
Very short prologue, with story, gameplay and COD features. If the whole project continues in this vein, then it is unlikely to receive more than 7 points. For more, you need to either bring in good gameplay with a barrel of pizdekshona, or make a good story with well-developed characters. How it will be at the exit - the devil knows.
Rating: 6/10.
FOG: Endsieg by Dmitry Lisov.
Briefly:
-Now is that clear?
-Yes!
-Is that understandable?
- No, fuck.
Here it is, the final part of the Mist trilogy. To everyone's surprise, Dmitry posted the next part a little more than a month later, which is not at all like him. Did the tight deadlines affect the quality of the project? Not at all. The project is still as good as the previous works, but it differs significantly from the general style.
Plot.
We will again be able to play for different characters, because. the project, in fact, consists of two arches and a trailer for a future project. The first arch is Willy. She is, as it were, a link between the story of the boy in the second part of Fog and his end in the first. Here we are revealed all the remaining questions regarding Willie. First of all, we understand that Louise did not just kill him, she made him that same lobotomite - a man with prosthetics and extraordinary abilities. However, does he need it? All he can do is unquestioningly carry out Louise's orders, and often dirty ones. So, for example, he deals with his competitor: the lobotomite Katerina, created by Zombotech based on the data that Willy stole with his own hand. And then he completely invades their laboratory. However, Willy has long decided for himself that the current life is not for him, and the only desire is death. He directly states this to Louise, but does he have the right to ask for such a thing? He's just a lobotomite built to complete tasks. Apparently, in order to support his psyche, Louise attaches to Willy the very father of the occultist, who, by the way, copes with his work. That is why Willy lives up to the events of the first part.
I'm liking Willy more and more. In general, his story in this whole mist incident is the most dramatic.
I also want to mention Katherine. Her appearance in the universe was fleeting, but this is the character that will be remembered for a long time. And the point is not only in a beautiful skin, but also in the image. A good antagonist turned out for Willy.
The second arc about Dmitry continues to develop the previous sketches from the second part. We learn more and more details about the incident, and also understand where Louise gets her powers from. Or not? Honestly, at the moment with the grocery machines, I completely swam. I sat for about 10 minutes, trying to untie the tangle of thoughts, but nothing happened. Well, it may not be bad, because. against the backdrop of the action that took place in the arch of Dmitry, the plot clearly fades into the background.
The final mission does not say anything sensible. To me, at least, for sure. I rather asked another question - who is the FBI agent in this whole story. Isn't that some kind of third party to the conflict?
Gameplay.
This, in fact, is the distinguishing feature of this part. Excellent cut-scenes in unusual scenery, good music, interesting and sometimes even pretentious dialogues. This applies to both Willy's arc (during the storming of the laboratory, he reminded me of Nemesis from RE3), and Dimitri's arc (especially the conversation with Louise). You look and enjoy. But the highlight of the program is the shooter component. In Willy's arc, the semblance of a boss fight with Katerina draws attention. At first, the battle in the warehouse seemed like some kind of joke to me. But on the second try, I realized that this is a very balanced fight. The special operation on behalf of Dmitry creates tension up to the departure by helicopter (in a helicopter you are already just having fun). I don’t know what the author was specifically inspired by, but it turned out to be interesting, playable (almost, heh), and damn beautiful.
Outcome.
Although it was created in a hurry, it turned out to be quite a full-fledged part of Fog. And yes, history repeats itself. It's not the part we were expecting, but we definitely deserve it. And even though there are still a cloud of questions, let's hope for the best. Rating: 8.5/10.
Briefly:
-Now is that clear?
-Yes!
-Is that understandable?
- No, fuck.
Here it is, the final part of the Mist trilogy. To everyone's surprise, Dmitry posted the next part a little more than a month later, which is not at all like him. Did the tight deadlines affect the quality of the project? Not at all. The project is still as good as the previous works, but it differs significantly from the general style.
Plot.
We will again be able to play for different characters, because. the project, in fact, consists of two arches and a trailer for a future project. The first arch is Willy. She is, as it were, a link between the story of the boy in the second part of Fog and his end in the first. Here we are revealed all the remaining questions regarding Willie. First of all, we understand that Louise did not just kill him, she made him that same lobotomite - a man with prosthetics and extraordinary abilities. However, does he need it? All he can do is unquestioningly carry out Louise's orders, and often dirty ones. So, for example, he deals with his competitor: the lobotomite Katerina, created by Zombotech based on the data that Willy stole with his own hand. And then he completely invades their laboratory. However, Willy has long decided for himself that the current life is not for him, and the only desire is death. He directly states this to Louise, but does he have the right to ask for such a thing? He's just a lobotomite built to complete tasks. Apparently, in order to support his psyche, Louise attaches to Willy the very father of the occultist, who, by the way, copes with his work. That is why Willy lives up to the events of the first part.
I'm liking Willy more and more. In general, his story in this whole mist incident is the most dramatic.
I also want to mention Katherine. Her appearance in the universe was fleeting, but this is the character that will be remembered for a long time. And the point is not only in a beautiful skin, but also in the image. A good antagonist turned out for Willy.
The second arc about Dmitry continues to develop the previous sketches from the second part. We learn more and more details about the incident, and also understand where Louise gets her powers from. Or not? Honestly, at the moment with the grocery machines, I completely swam. I sat for about 10 minutes, trying to untie the tangle of thoughts, but nothing happened. Well, it may not be bad, because. against the backdrop of the action that took place in the arch of Dmitry, the plot clearly fades into the background.
The final mission does not say anything sensible. To me, at least, for sure. I rather asked another question - who is the FBI agent in this whole story. Isn't that some kind of third party to the conflict?
Gameplay.
This, in fact, is the distinguishing feature of this part. Excellent cut-scenes in unusual scenery, good music, interesting and sometimes even pretentious dialogues. This applies to both Willy's arc (during the storming of the laboratory, he reminded me of Nemesis from RE3), and Dimitri's arc (especially the conversation with Louise). You look and enjoy. But the highlight of the program is the shooter component. In Willy's arc, the semblance of a boss fight with Katerina draws attention. At first, the battle in the warehouse seemed like some kind of joke to me. But on the second try, I realized that this is a very balanced fight. The special operation on behalf of Dmitry creates tension up to the departure by helicopter (in a helicopter you are already just having fun). I don’t know what the author was specifically inspired by, but it turned out to be interesting, playable (almost, heh), and damn beautiful.
Outcome.
Although it was created in a hurry, it turned out to be quite a full-fledged part of Fog. And yes, history repeats itself. It's not the part we were expecting, but we definitely deserve it. And even though there are still a cloud of questions, let's hope for the best. Rating: 8.5/10.
Played 99 Miles From Land again. In my opinion, this is my third passage of this project. And you know what? This project is damn good. I was again convinced that he is a masterpiece of our time. From nothing, for the sake of some miserable competition, to create such a crazy gameplay (and even with a good FULL plot) project, in ONE bitch mission lasting 24 minutes. And all these 24 minutes you will be in action. In this walkthrough, I generally completed the mission in the last 10 seconds, although I already knew the location of all the enemies. In general - bravo!
Akhmet's story from KAZ_DOG.
In short: Nudyatina.
Hello to all Kazakhs, and condolences to the rest...
Heh, you rarely see a nickname like that. But okay, that's beside the point. All the same, in our duo community there are no biases (almost).
This project is unusual for one single reason - it was made on MM, which is rare in our time. In my opinion, only foreign comrades are doing something on it. In our country, he generally fell into the folder "for the future." In any case, I already had the assembly, so nothing prevented me from playing this "masterpiece" ...
Plot.
Very weak. Despite the abundance of missions (~20 pieces), there is very little plot in the project. The main character Ahmet comes to San Fierro to his brother, so to speak, to relax. However, he is immediately driven like some kind of dog (khehehaha) to carry out petty assignments for work. Our Ahmet is a kind-hearted man, so he gladly helps his brother. Then we meet with a friend Zhanbek. Zhanbek is a cheerful dude, and very kind. Maybe that's why he and Ahmet get along so well. Even better than brother and brother. In addition to Zhanbek, we are also introduced to Laura (sort of like that). She also becomes our friend, thus complementing the “trio of musketeers”. Unlike boys, Laura is very ambitious and, I would say, a fighting girl. And the point is not only in her love for Kung Fu, but also in her explosive character, which Zhanbek warns us about in advance. And so, having met everyone, Ahmet begins his story in San Fierro.
The main backbone of the plot is the illegal activities of brother Akhmet, which Laura tells us about. Trying to figure it out, GG has to dig into his brother's "dirty laundry" with his own hands, during which we learn more and more information about his dirty deeds. The latter, by the way, does not happen without a weighty reason, namely because of the activities of brother Akhmet. The bandits also kidnap the brother 's girls . And, of course, the brother asks for help from Akhmet, who has long doubted: “Are you my brother?”
The last part of the project comes down to exposing the brother and further destroying his business. Having done some fraud and killed a dozen people, Ahmet sentences his brother to criminal responsibility. Satisfied, he leaves San Fierro, leaving behind an offended brother's girlfriend, and two new friends who really liked Ahmet.
From what I have written, it may seem to you that the project has a good plot. But I hasten to disappoint you. There are as many (if not less) dialogues in the project as I spent on describing the plot. Very simple remarks, often not carrying any information. The story itself is very simple, sometimes abrupt. Yes, the plot itself is sucked from the finger. It feels like it was invented during the creation of the project, which began with the idea: "Ahmet came to his brother." All. And then like a snowball - one stupid assignment after another.
The project has a lot of holes in the logic. Take at least the same bank in the zombietech building. It would be nice if there was only a hall. So for some reason, in the first two missions, we run around the hall and collect bags of money. Is there money lying around in every bank? And then it's even more interesting - we collect money from all over my brother's yard. Hahaha, and we are immediately absurdly robbed by bandits, stealing a whole collector's car (into which we did not even have time to load money). And in principle, the whole main plot (about the brother and his Bank) looks somehow stupid and awkward. Much more valuable are the side missions. At least they understand what's going on. Although even here it was not without "brilliant" moments. Take the same thefts of women by bandits, or the arrest of Zhanbek with his further release.
The only missions that I can highlight are Kung Fu training and a driving school race. First, because it is well staged - music, imitation of training, the adequacy of the plot. The second is simply because it's a race. And interesting, even the bots were not stupid.
In the rest of the missions, the plot is, to put it mildly, rotten.
Gameplay.
What a storyline, what a gameplay. Most of the missions are a long trip to point A, a dialogue in two lines, and another trip to point B. Then repeat. No originality in the missions.
What's funny is the lack of transport from the GG, especially when in the initial missions we are asked to take someone "home". What should we carry a friend on, on a hump or what?
Shootouts are painfully boring, there is practically no music in the project, and the gameplay with the bank is to perform one action for the entire mission. In general, the level is below the plinth.
The cut scenes are surprisingly well choreographed. I don’t know whether to thank the author for this, or MM for his capabilities.
Outcome.
The author needs to take a smaller scale, and try to make a project not with a large number of missions, but with good quality. In general, large projects are often repelled by their duration. Of course, there are exceptions, like Judgment: Denouement, The Council, or Mixer's projects. But when you see a long project from some ordinary newbie, then you are directly repelled from the inside from playing it.
Rating: 2/10.
In short: Nudyatina.
Hello to all Kazakhs, and condolences to the rest...
Heh, you rarely see a nickname like that. But okay, that's beside the point. All the same, in our duo community there are no biases (almost).
This project is unusual for one single reason - it was made on MM, which is rare in our time. In my opinion, only foreign comrades are doing something on it. In our country, he generally fell into the folder "for the future." In any case, I already had the assembly, so nothing prevented me from playing this "masterpiece" ...
Plot.
Very weak. Despite the abundance of missions (~20 pieces), there is very little plot in the project. The main character Ahmet comes to San Fierro to his brother, so to speak, to relax. However, he is immediately driven like some kind of dog (khehehaha) to carry out petty assignments for work. Our Ahmet is a kind-hearted man, so he gladly helps his brother. Then we meet with a friend Zhanbek. Zhanbek is a cheerful dude, and very kind. Maybe that's why he and Ahmet get along so well. Even better than brother and brother. In addition to Zhanbek, we are also introduced to Laura (sort of like that). She also becomes our friend, thus complementing the “trio of musketeers”. Unlike boys, Laura is very ambitious and, I would say, a fighting girl. And the point is not only in her love for Kung Fu, but also in her explosive character, which Zhanbek warns us about in advance. And so, having met everyone, Ahmet begins his story in San Fierro.
The main backbone of the plot is the illegal activities of brother Akhmet, which Laura tells us about. Trying to figure it out, GG has to dig into his brother's "dirty laundry" with his own hands, during which we learn more and more information about his dirty deeds. The latter, by the way, does not happen without a weighty reason, namely because of the activities of brother Akhmet. The bandits also kidnap the brother 's girls . And, of course, the brother asks for help from Akhmet, who has long doubted: “Are you my brother?”
The last part of the project comes down to exposing the brother and further destroying his business. Having done some fraud and killed a dozen people, Ahmet sentences his brother to criminal responsibility. Satisfied, he leaves San Fierro, leaving behind an offended brother's girlfriend, and two new friends who really liked Ahmet.
From what I have written, it may seem to you that the project has a good plot. But I hasten to disappoint you. There are as many (if not less) dialogues in the project as I spent on describing the plot. Very simple remarks, often not carrying any information. The story itself is very simple, sometimes abrupt. Yes, the plot itself is sucked from the finger. It feels like it was invented during the creation of the project, which began with the idea: "Ahmet came to his brother." All. And then like a snowball - one stupid assignment after another.
The project has a lot of holes in the logic. Take at least the same bank in the zombietech building. It would be nice if there was only a hall. So for some reason, in the first two missions, we run around the hall and collect bags of money. Is there money lying around in every bank? And then it's even more interesting - we collect money from all over my brother's yard. Hahaha, and we are immediately absurdly robbed by bandits, stealing a whole collector's car (into which we did not even have time to load money). And in principle, the whole main plot (about the brother and his Bank) looks somehow stupid and awkward. Much more valuable are the side missions. At least they understand what's going on. Although even here it was not without "brilliant" moments. Take the same thefts of women by bandits, or the arrest of Zhanbek with his further release.
The only missions that I can highlight are Kung Fu training and a driving school race. First, because it is well staged - music, imitation of training, the adequacy of the plot. The second is simply because it's a race. And interesting, even the bots were not stupid.
In the rest of the missions, the plot is, to put it mildly, rotten.
Gameplay.
What a storyline, what a gameplay. Most of the missions are a long trip to point A, a dialogue in two lines, and another trip to point B. Then repeat. No originality in the missions.
What's funny is the lack of transport from the GG, especially when in the initial missions we are asked to take someone "home". What should we carry a friend on, on a hump or what?
Shootouts are painfully boring, there is practically no music in the project, and the gameplay with the bank is to perform one action for the entire mission. In general, the level is below the plinth.
The cut scenes are surprisingly well choreographed. I don’t know whether to thank the author for this, or MM for his capabilities.
Outcome.
The author needs to take a smaller scale, and try to make a project not with a large number of missions, but with good quality. In general, large projects are often repelled by their duration. Of course, there are exceptions, like Judgment: Denouement, The Council, or Mixer's projects. But when you see a long project from some ordinary newbie, then you are directly repelled from the inside from playing it.
Rating: 2/10.
FOG: Symphony Of Destruction by Dmitry Lisov.
Briefly: A standard solution for a non-standard story.
Now we will go through the most relevant project of the current ones. After all, the projects of Dmitry Lisov are always relevant. And of all his work, there is no project more relevant than another. They are all damn relevant.
After a long time (10 thousand years have passed), Dmitry, who was inspired from the roof of the house, decides to file a sequel to FOG, thereby making a full-fledged trilogy out of the spin-off. So we have a great opportunity to enjoy quality projects with a good storyline.
Plot.
I would classify this part of Fog as intermediate. All previous projects in the OWM universe, if they complemented each other, did not give specific answers to many questions. But "Symphony of Destruction" is just aimed at this. In this project, we are given 6 missions, and 3 "arches". As we progress through them, we get more information about the incident in San Fierro and get to know some of the characters better. I strongly advise you to go through the project yourself. But we will look at each of the arches and highlight some points.
Willy.
This is the only arc in which we learn the history of a specific character. We're talking, of course, about Willie. Living in a frontier town with an unemployed mother and heavily indebted to local authorities, he lived from day to day, waiting for one of two ends - the takeover of the city by the Soviets, or a shot in the head from the same authorities. Perhaps he did not care about his life, but with the naked eye you can see how much he loved his mother. Having decided on a desperate step, he contacts his old friend, who repeatedly offered him a dubious job for immodest money. The same thing happened this time, but the scale is amazing. An agent from the FBI turned to the most ordinary "punks". Quite an unusual event, especially in the current world situation. No less common was his work - an attack on an armed convoy, in order to steal a certain suitcase. What was his surprise when in the suitcase was an old player with a single cassette "Far Valley". Well, the task was completed, and the rest did not concern him. However, the worst was yet to come for our boy. Louise, a competitor of zombietech (our employers), kills Willy's mother, and takes the boy himself into slavery. And I'm not exaggerating now. It is not entirely clear what exactly she did, but until his death at the hands of Paul, Willy unquestioningly carried out Louise's orders like a "dog". In fact, she immediately declares this. After passing, I felt sorry for Willy. Why? Yes, because his life was so difficult. And seizing the only opportunity to get out of poverty, he finds himself in a much worse situation. And, in fact, he parted with his life because of some project that he doesn’t even know anything about. I also got interested in Louise. If in the first Fogue she appeared as an influential scientist, then here she is a real bitch.
And what was my surprise when Louise turned out to be the culprit of The Fog.
Friedrich.
The appearance of the story of Friedrich's trip to the village was expected. I was very interested to know how his adventure ended. And that's what the second arc tells us. From it we learn the fate of the Soviet saboteur (rather unpleasant), and also participate in a small armed conflict in one of the villages. In which (surprisingly) we win. There are no plot twists here, we are simply shown the results of Friedrich's investigation. But the final scene (with the inscription on the wall and the saboteur on the noose) created an atmosphere of desperation, which Friedrich finishes off with the phrase: “Fucking fog. He will kill us all." After that, the image of a lonely Friedrich at the base of the Navy tears the soul.
Dmitriy.
A very informative arc that doesn't reveal any personality to us, but gives a lot of answers to questions. Both about the armed conflict and about the fog.
Gameplay.
Unlike the first part, here we have much more playing time. Apart from the last arc, in every mission we somehow participate in armed skirmishes. And it gives a lot of drive to what is happening. I would like to note that in some moments Dmitry seems to have overdone it with complexity. But overall it was a pleasure to play.
The cut scenes are awesome. Especially in the second mission of the first arc (house fire, meeting with Louise) and the whole second arc. If in the first part you felt the impending doom of San Fierro due to the incident, then in this part you rather feel the seriousness of the war between the two powers, in which you have to swim like a meatball in the broth.
Outcome.
A worthy continuation of the first part, which we did not expect, but definitely deserve. It would be interesting to know the further story of Paul, so I hope if not for his arc, then at least for a cameo. We can agree that the second part is inferior in plot to Dmitry's previous works. I hope the third part will please me as much as the first two.
Rating: 9/10.
Briefly: A standard solution for a non-standard story.
Now we will go through the most relevant project of the current ones. After all, the projects of Dmitry Lisov are always relevant. And of all his work, there is no project more relevant than another. They are all damn relevant.
After a long time (10 thousand years have passed), Dmitry, who was inspired from the roof of the house, decides to file a sequel to FOG, thereby making a full-fledged trilogy out of the spin-off. So we have a great opportunity to enjoy quality projects with a good storyline.
Plot.
I would classify this part of Fog as intermediate. All previous projects in the OWM universe, if they complemented each other, did not give specific answers to many questions. But "Symphony of Destruction" is just aimed at this. In this project, we are given 6 missions, and 3 "arches". As we progress through them, we get more information about the incident in San Fierro and get to know some of the characters better. I strongly advise you to go through the project yourself. But we will look at each of the arches and highlight some points.
Willy.
This is the only arc in which we learn the history of a specific character. We're talking, of course, about Willie. Living in a frontier town with an unemployed mother and heavily indebted to local authorities, he lived from day to day, waiting for one of two ends - the takeover of the city by the Soviets, or a shot in the head from the same authorities. Perhaps he did not care about his life, but with the naked eye you can see how much he loved his mother. Having decided on a desperate step, he contacts his old friend, who repeatedly offered him a dubious job for immodest money. The same thing happened this time, but the scale is amazing. An agent from the FBI turned to the most ordinary "punks". Quite an unusual event, especially in the current world situation. No less common was his work - an attack on an armed convoy, in order to steal a certain suitcase. What was his surprise when in the suitcase was an old player with a single cassette "Far Valley". Well, the task was completed, and the rest did not concern him. However, the worst was yet to come for our boy. Louise, a competitor of zombietech (our employers), kills Willy's mother, and takes the boy himself into slavery. And I'm not exaggerating now. It is not entirely clear what exactly she did, but until his death at the hands of Paul, Willy unquestioningly carried out Louise's orders like a "dog". In fact, she immediately declares this. After passing, I felt sorry for Willy. Why? Yes, because his life was so difficult. And seizing the only opportunity to get out of poverty, he finds himself in a much worse situation. And, in fact, he parted with his life because of some project that he doesn’t even know anything about. I also got interested in Louise. If in the first Fogue she appeared as an influential scientist, then here she is a real bitch.
And what was my surprise when Louise turned out to be the culprit of The Fog.
Friedrich.
The appearance of the story of Friedrich's trip to the village was expected. I was very interested to know how his adventure ended. And that's what the second arc tells us. From it we learn the fate of the Soviet saboteur (rather unpleasant), and also participate in a small armed conflict in one of the villages. In which (surprisingly) we win. There are no plot twists here, we are simply shown the results of Friedrich's investigation. But the final scene (with the inscription on the wall and the saboteur on the noose) created an atmosphere of desperation, which Friedrich finishes off with the phrase: “Fucking fog. He will kill us all." After that, the image of a lonely Friedrich at the base of the Navy tears the soul.
Dmitriy.
A very informative arc that doesn't reveal any personality to us, but gives a lot of answers to questions. Both about the armed conflict and about the fog.
Gameplay.
Unlike the first part, here we have much more playing time. Apart from the last arc, in every mission we somehow participate in armed skirmishes. And it gives a lot of drive to what is happening. I would like to note that in some moments Dmitry seems to have overdone it with complexity. But overall it was a pleasure to play.
The cut scenes are awesome. Especially in the second mission of the first arc (house fire, meeting with Louise) and the whole second arc. If in the first part you felt the impending doom of San Fierro due to the incident, then in this part you rather feel the seriousness of the war between the two powers, in which you have to swim like a meatball in the broth.
Outcome.
A worthy continuation of the first part, which we did not expect, but definitely deserve. It would be interesting to know the further story of Paul, so I hope if not for his arc, then at least for a cameo. We can agree that the second part is inferior in plot to Dmitry's previous works. I hope the third part will please me as much as the first two.
Rating: 9/10.
Chef by Jeff Kennedy.
Summary: The meat will be ready in 5 minutes…
Jeff, the author of the excellent project "Deviation", which told us about the struggle of two societies, released a project with a rather laconic title "Chef". At first I thought that the project would be about the struggle of the individual against society, but the case turned out to be a little different. Therefore, we see a story about the development of a maniac, and the story is quite interesting.
Plot.
The main character, Nate, works as a cook in a restaurant. The restaurant is the only "good" place to eat. However, people go to fast food outlets that have been set up all over the city. For the same reason, the restaurant suffers losses and barely keeps afloat. This situation depresses Nate. He does not understand the behavior of society. However, he does not blame them. Whether it's his friend Travis, who after a few years of dating has become too "boring bag of shit." If earlier the two of them chatted incessantly about anything, now they exchange a couple of phrases about work or life. On the way home, Nate decides to meet a girl who works in a donut shop. He makes a "tackle" and gets the girl's number. However, calling the next day, he is refused. This rejection becomes a "point of no return" for Nate, and something breaks in his head.
A desire to kill all the people he hates, and even the innocent, awakens in him. Little by little, he begins to deal with the "victims", using non-standard murder weapons, as well as carefully considering the plan of each of the murders. When the number of victims reaches five, the police begin to take an interest in Nate. However, due to lack of evidence, Nate remains only a suspect, and the case of the "maniac in San Fierro" continues to be investigated. At this point, Nate is embarking on the final stage of his plan - attacking the police department and undermining the department itself. And who is to blame for all this? His friend Travis? Donut shop girl? Or maybe society? No, the main villain of this performance is Nate's Vanity.
Interestingly, in the plot we see only the outcome of Nate's broken psyche under the influence of vanity. What could have engendered this seed of violence is not shown to us. But, nevertheless, the project hints several times that vanity took root long before the events of the project. At the moment of "point of no return" Nate, or rather his vanity, himself tells us that he "has been waiting for this moment since school days." It turns out that all this time, Nate was analyzing society and looking for an excuse to massacre. This is also confirmed by the explosives he has accumulated. For a moment, he blew up the whole building, which means there were quite a few explosives there. Accordingly, he really could spend several years of his life only on the accumulation of this “good”.
I liked that the project didn't revolve around Nate's pissed-off vanity. Between murders, Nate acts like an ordinary person who likes to communicate. Therefore, we calmly play billiards with Robert, and, unwittingly, get acquainted with the guys from the fight club, as well as cashiers in the donut shop. Anyway, from the very beginning, the author shows us Nate's ability to communicate with people and make acquaintances. We are also shown that Nate really is a good cook. He just didn't have a good life.
The rest of the characters are also very interesting. Each of them has its own character, its own worldview. In the project you will not meet a "dummy". Even the "pink-haired whore" turned out to be a full-fledged character who has only 5 minutes of screen time. This makes the project very alive.
The story itself is interesting, but the ending is even more amazing. Toward the end, we catch a trip - we see Hitler. And in the post-credits scene, our character (though with a different name) arrives at a strip club. And for a second he hangs with his eyes up, and a certain friend awakens him from this state. All this suggests that what is happening in the project is nothing but a fantasy, or even a bad trip.
Too bad we don't know the truth. Because it was the last project of the author.
Gameplay.
Excellent cut-scenes. Some shots directly force you to consider the exposure. The use of location and mapping does not cause a feeling of "déjà vu". Unless only the police station spoils the picture. The author also worked on the sound, and it pleases. I do not quite understand the meaning of long trips and even more so walking. It would be better to beat it in a cut-scene. Or some other way. The final action scene, unfortunately, does not stand out in any way. But in general, the gameplay is interesting.
Lol moment - in a battle with a prostitute, I almost died. This oversized woman laid me on my shoulder blades with acceleration, and began to beat. Luckily, at the last moment, I pulled out.
Outcome.
A very good thriller. The plot is interesting, the picture is beautiful, and the characters are my respect. I never got bored even though the project lasts a good 50 minutes. Maybe more, I didn't know for sure.
It's a shame that the author throws a duom. But everyone has their own path, their own story, so to speak. Nate's story will definitely be remembered, so he ended up becoming a kind of "legend".
Rating: 9/10.
Summary: The meat will be ready in 5 minutes…
Jeff, the author of the excellent project "Deviation", which told us about the struggle of two societies, released a project with a rather laconic title "Chef". At first I thought that the project would be about the struggle of the individual against society, but the case turned out to be a little different. Therefore, we see a story about the development of a maniac, and the story is quite interesting.
Plot.
The main character, Nate, works as a cook in a restaurant. The restaurant is the only "good" place to eat. However, people go to fast food outlets that have been set up all over the city. For the same reason, the restaurant suffers losses and barely keeps afloat. This situation depresses Nate. He does not understand the behavior of society. However, he does not blame them. Whether it's his friend Travis, who after a few years of dating has become too "boring bag of shit." If earlier the two of them chatted incessantly about anything, now they exchange a couple of phrases about work or life. On the way home, Nate decides to meet a girl who works in a donut shop. He makes a "tackle" and gets the girl's number. However, calling the next day, he is refused. This rejection becomes a "point of no return" for Nate, and something breaks in his head.
A desire to kill all the people he hates, and even the innocent, awakens in him. Little by little, he begins to deal with the "victims", using non-standard murder weapons, as well as carefully considering the plan of each of the murders. When the number of victims reaches five, the police begin to take an interest in Nate. However, due to lack of evidence, Nate remains only a suspect, and the case of the "maniac in San Fierro" continues to be investigated. At this point, Nate is embarking on the final stage of his plan - attacking the police department and undermining the department itself. And who is to blame for all this? His friend Travis? Donut shop girl? Or maybe society? No, the main villain of this performance is Nate's Vanity.
Interestingly, in the plot we see only the outcome of Nate's broken psyche under the influence of vanity. What could have engendered this seed of violence is not shown to us. But, nevertheless, the project hints several times that vanity took root long before the events of the project. At the moment of "point of no return" Nate, or rather his vanity, himself tells us that he "has been waiting for this moment since school days." It turns out that all this time, Nate was analyzing society and looking for an excuse to massacre. This is also confirmed by the explosives he has accumulated. For a moment, he blew up the whole building, which means there were quite a few explosives there. Accordingly, he really could spend several years of his life only on the accumulation of this “good”.
I liked that the project didn't revolve around Nate's pissed-off vanity. Between murders, Nate acts like an ordinary person who likes to communicate. Therefore, we calmly play billiards with Robert, and, unwittingly, get acquainted with the guys from the fight club, as well as cashiers in the donut shop. Anyway, from the very beginning, the author shows us Nate's ability to communicate with people and make acquaintances. We are also shown that Nate really is a good cook. He just didn't have a good life.
The rest of the characters are also very interesting. Each of them has its own character, its own worldview. In the project you will not meet a "dummy". Even the "pink-haired whore" turned out to be a full-fledged character who has only 5 minutes of screen time. This makes the project very alive.
The story itself is interesting, but the ending is even more amazing. Toward the end, we catch a trip - we see Hitler. And in the post-credits scene, our character (though with a different name) arrives at a strip club. And for a second he hangs with his eyes up, and a certain friend awakens him from this state. All this suggests that what is happening in the project is nothing but a fantasy, or even a bad trip.
Too bad we don't know the truth. Because it was the last project of the author.
Gameplay.
Excellent cut-scenes. Some shots directly force you to consider the exposure. The use of location and mapping does not cause a feeling of "déjà vu". Unless only the police station spoils the picture. The author also worked on the sound, and it pleases. I do not quite understand the meaning of long trips and even more so walking. It would be better to beat it in a cut-scene. Or some other way. The final action scene, unfortunately, does not stand out in any way. But in general, the gameplay is interesting.
Lol moment - in a battle with a prostitute, I almost died. This oversized woman laid me on my shoulder blades with acceleration, and began to beat. Luckily, at the last moment, I pulled out.
Outcome.
A very good thriller. The plot is interesting, the picture is beautiful, and the characters are my respect. I never got bored even though the project lasts a good 50 minutes. Maybe more, I didn't know for sure.
It's a shame that the author throws a duom. But everyone has their own path, their own story, so to speak. Nate's story will definitely be remembered, so he ended up becoming a kind of "legend".
Rating: 9/10.
Sweet Home: Starting from raptall.
Briefly: What is Thomas Jefferson up to now?!
Next in line is a project from Raptal, which has already pleased us with interesting and high-quality work. What did he prepare this time? A retelling of The Maze Runner? Not at all. Let the project explicitly refer to this film, I will evaluate it as an independent project. Because the labyrinth itself is not in the project, hehe.
Plot.
A nameless stranger wakes up in an unfamiliar place. He is deprived of memory, he doesn’t even remember his name (interestingly, the rest of the inhabitants remembered their names, or took the first one they liked ...). He is met by Thomas, who immediately brings him up to date. It turns out that the stranger woke up inside a small area surrounded by WALLS. Several dozen people already live inside these WALLS, whose fate repeats the story of a stranger - they all appeared here without a memory, and all of them were met by Thomas. Even Thomas. The only thing people know is the three sacred rules (apparently written by Thomas himself). Don't mess around, don't harm another, and don't go outside the WALLS. If everything is clear with the first two (they are needed to maintain life inside the WALLS), then the third rule is already much more interesting. But more on that later.
After familiarizing himself with the tenants and the local arrangement of affairs, the stranger asks a completely logical question: Why can't you go beyond the WALLS? To which he receives an unusual answer: Because it is dangerous there. Everyone knows this, and especially Thomas talks about it tirelessly. How the danger is expressed is unknown, but those who wanted to go beyond the WALL returned as cold corpses. The newcomer is not afraid of this, and even under pressure from society, he sticks to his opinion: There are no guarantees of a safe life inside the WALLS.
In the end, he decides to leave the square, but does not have time. Monsters attack a peaceful corner, which safely kill some of the residents, including the newcomer. An exciting moment comes - the society is waiting for Thomas's decision on further actions. He, in turn, understands that the newcomer was right, and you need to leave the WALLS at any cost, because it is far from a fact that people will survive another wave of monsters.
This is where the prologue ends. I find it interesting, and quite understandable, without any mysteries. Undoubtedly, I was interested in these events, so I will wait for the main plot.
Now let's talk about the psychology of society in the project, which (I think) has a place to be.
Let's start small. Nameless newbie. Honestly, at first I expected to see the standard 5 stages of accepting the inevitable.
Denial - the newcomer cannot believe that he was left without a memory, without a name, and even in some WALLS.
Anger - he is angry at society for their inaction, believing that they need to escape. That is why he gets into a fight with Chuck.
But every time he gets a rebuff in the form of facts. By the way, it is from these conversations that we learn the story of Thomas.
However, we will not see the stages of Depression and Acceptance. The newcomer turned out to be surprisingly ambitious, so he decides to go against the system and go beyond the WALLS.
And here another picture emerges. The newcomer acts in the project as a lever, an impulse that will change the mood of society and push it to a different path. All this time, the inhabitants did not have an iota of will to go against the established order - the three rules - in particular the third rule: "You must not leave the WALLS." It seems that we are talking about the physical WALLS. But it can also seem like formal WALLS set up by the organizer of this whole event. The newcomer decides to break out of these same WALLS. It is quite possible that this is what influenced the appearance of monsters - it was simply unprofitable for the project managers that someone violated the system. We can often meet this in our life, isn't it? Gameplay.
Raptal did not disappoint in this regard. Good mapping (I will separately note a well-chosen location) - everything seems to be in its place. The cut scenes are well done. Characters have their own images, which consist of a character and well-chosen skins. "Judgment Night" turned out to be less dynamic than we would like. And the sound effects are missing. Life seems to be flowing in the square, but in the cut-scenes it seems unreal.
Outcome.
Excellent prologue. Not from the category of one mission for 2 minutes, but quite a full-fledged project. It's a pity for the newcomer, I'm glad to see Thomas again, and I'm waiting for Chuck as a lighter in a future project. I hope Raptal will not disappoint us and we will see a really exciting story.
Rating: 7.5/10.
Briefly: What is Thomas Jefferson up to now?!
Next in line is a project from Raptal, which has already pleased us with interesting and high-quality work. What did he prepare this time? A retelling of The Maze Runner? Not at all. Let the project explicitly refer to this film, I will evaluate it as an independent project. Because the labyrinth itself is not in the project, hehe.
Plot.
A nameless stranger wakes up in an unfamiliar place. He is deprived of memory, he doesn’t even remember his name (interestingly, the rest of the inhabitants remembered their names, or took the first one they liked ...). He is met by Thomas, who immediately brings him up to date. It turns out that the stranger woke up inside a small area surrounded by WALLS. Several dozen people already live inside these WALLS, whose fate repeats the story of a stranger - they all appeared here without a memory, and all of them were met by Thomas. Even Thomas. The only thing people know is the three sacred rules (apparently written by Thomas himself). Don't mess around, don't harm another, and don't go outside the WALLS. If everything is clear with the first two (they are needed to maintain life inside the WALLS), then the third rule is already much more interesting. But more on that later.
After familiarizing himself with the tenants and the local arrangement of affairs, the stranger asks a completely logical question: Why can't you go beyond the WALLS? To which he receives an unusual answer: Because it is dangerous there. Everyone knows this, and especially Thomas talks about it tirelessly. How the danger is expressed is unknown, but those who wanted to go beyond the WALL returned as cold corpses. The newcomer is not afraid of this, and even under pressure from society, he sticks to his opinion: There are no guarantees of a safe life inside the WALLS.
In the end, he decides to leave the square, but does not have time. Monsters attack a peaceful corner, which safely kill some of the residents, including the newcomer. An exciting moment comes - the society is waiting for Thomas's decision on further actions. He, in turn, understands that the newcomer was right, and you need to leave the WALLS at any cost, because it is far from a fact that people will survive another wave of monsters.
This is where the prologue ends. I find it interesting, and quite understandable, without any mysteries. Undoubtedly, I was interested in these events, so I will wait for the main plot.
Now let's talk about the psychology of society in the project, which (I think) has a place to be.
Let's start small. Nameless newbie. Honestly, at first I expected to see the standard 5 stages of accepting the inevitable.
Denial - the newcomer cannot believe that he was left without a memory, without a name, and even in some WALLS.
Anger - he is angry at society for their inaction, believing that they need to escape. That is why he gets into a fight with Chuck.
But every time he gets a rebuff in the form of facts. By the way, it is from these conversations that we learn the story of Thomas.
However, we will not see the stages of Depression and Acceptance. The newcomer turned out to be surprisingly ambitious, so he decides to go against the system and go beyond the WALLS.
And here another picture emerges. The newcomer acts in the project as a lever, an impulse that will change the mood of society and push it to a different path. All this time, the inhabitants did not have an iota of will to go against the established order - the three rules - in particular the third rule: "You must not leave the WALLS." It seems that we are talking about the physical WALLS. But it can also seem like formal WALLS set up by the organizer of this whole event. The newcomer decides to break out of these same WALLS. It is quite possible that this is what influenced the appearance of monsters - it was simply unprofitable for the project managers that someone violated the system. We can often meet this in our life, isn't it? Gameplay.
Raptal did not disappoint in this regard. Good mapping (I will separately note a well-chosen location) - everything seems to be in its place. The cut scenes are well done. Characters have their own images, which consist of a character and well-chosen skins. "Judgment Night" turned out to be less dynamic than we would like. And the sound effects are missing. Life seems to be flowing in the square, but in the cut-scenes it seems unreal.
Outcome.
Excellent prologue. Not from the category of one mission for 2 minutes, but quite a full-fledged project. It's a pity for the newcomer, I'm glad to see Thomas again, and I'm waiting for Chuck as a lighter in a future project. I hope Raptal will not disappoint us and we will see a really exciting story.
Rating: 7.5/10.
Because we want. That's all.
Units need to be studied. That's all.
Get out of here. That's all.
Units need to be studied. That's all.
Get out of here. That's all.
Hotline 2 from Cheldak.
Briefly: Cheldak made a masterpiece?
And no matter how. But he made quite a good project for himself, and it pleases.
Plot.
The second part is a direct continuation of the first. The world of drugs, left without the Boss, continues to live as if nothing had happened. The law of the jungle - the leader is killed, then a new one will appear. However, the new leader does not pull the cat by the eggs, but immediately begins to hunt for those who can interfere with him. Here are our main characters and fall under the distribution.
Fighting the mafia, which successfully bribed the police, our heroes decide to save the characters of the first part, which they succeed. However, this rescue will not be reflected in the further plot.
As a result, our organization manages to eliminate the new boss. However, we paid for this with our comrades and the base. And it was very unexpected, and really sad. I did not expect such plot twists at the end.
It's a shame for the small, but conspicuous jambs of the project. There would be no simple prison to choose. It's not entirely clear how the characters split after prison. So much so that some were free, while the other had to escape from the ship, in the middle of the bay.
Gameplay.
Nothing remarkable. Ordinary shootouts, well-staged cut-scenes (although I had the characters of the first part lying on the floor of the sofa, and not on it), and simple dialogues. Pleased with the presence of musical accompaniment and sound inserts. From two moments I laughed straight away (apparently the author intended it that way).
Although I want to complain about the latest shootout. She is too "shooting gallery". Even the opponents are symmetrically placed.
Nevertheless, at last Cheldak pleased me (or it is Dmitry Lisov that influences me so much). So I'm looking forward to new work.
Rating: 7/10.
Briefly: Cheldak made a masterpiece?
And no matter how. But he made quite a good project for himself, and it pleases.
Plot.
The second part is a direct continuation of the first. The world of drugs, left without the Boss, continues to live as if nothing had happened. The law of the jungle - the leader is killed, then a new one will appear. However, the new leader does not pull the cat by the eggs, but immediately begins to hunt for those who can interfere with him. Here are our main characters and fall under the distribution.
Fighting the mafia, which successfully bribed the police, our heroes decide to save the characters of the first part, which they succeed. However, this rescue will not be reflected in the further plot.
As a result, our organization manages to eliminate the new boss. However, we paid for this with our comrades and the base. And it was very unexpected, and really sad. I did not expect such plot twists at the end.
It's a shame for the small, but conspicuous jambs of the project. There would be no simple prison to choose. It's not entirely clear how the characters split after prison. So much so that some were free, while the other had to escape from the ship, in the middle of the bay.
Gameplay.
Nothing remarkable. Ordinary shootouts, well-staged cut-scenes (although I had the characters of the first part lying on the floor of the sofa, and not on it), and simple dialogues. Pleased with the presence of musical accompaniment and sound inserts. From two moments I laughed straight away (apparently the author intended it that way).
Although I want to complain about the latest shootout. She is too "shooting gallery". Even the opponents are symmetrically placed.
Nevertheless, at last Cheldak pleased me (or it is Dmitry Lisov that influences me so much). So I'm looking forward to new work.
Rating: 7/10.
Dark Time by Onspeed9999.
Briefly: Campaign times are really dark.
Friend what happened? How did you slide from an average newbie into a caste of dumb fellows doing projects about “true-gants”, killing innocents somewhere behind the alley? Well, what is this plot? No adequate characters, no motives, ideas, damn it. Why do we need a stupid mission from the SA ???
And what a terrible mapping, ah-ah-ah-ah-ah! What containers generally forgot in the middle of the road?
Damn, I can't anymore. It just pisses me off. How could such a terrible project be made? Of all the previous ones, he is the most terrible. Congratulations!
Rating: 0.1/10.
Pizdakshon: 1/5.
Briefly: Campaign times are really dark.
Friend what happened? How did you slide from an average newbie into a caste of dumb fellows doing projects about “true-gants”, killing innocents somewhere behind the alley? Well, what is this plot? No adequate characters, no motives, ideas, damn it. Why do we need a stupid mission from the SA ???
And what a terrible mapping, ah-ah-ah-ah-ah! What containers generally forgot in the middle of the road?
Damn, I can't anymore. It just pisses me off. How could such a terrible project be made? Of all the previous ones, he is the most terrible. Congratulations!
Rating: 0.1/10.
Pizdakshon: 1/5.
Milford State by i4o.
Briefly: WOTS UP, MEN?
Seriously, does the author think this project looks good?
The description alone made me dread the “Super Original Black Home Khabarovsk City Promotion” plot, in which we will be watching ALREADY TWO characters.
Gang leader. Guard. Here is the guard, even shout. What kind of stupid dialogue is this? Why such abrupt cut-scenes that jump from one place to another? WHERE IS THE LOGIC, CARL??? I got carried away at the very beginning, when the gg allegedly flew away for several years somewhere to his homeland, and then returned and found out about the collapse of his gang by a certain Andrey (Latin American name, mmm). And all this happens in 20 seconds! And then there are unrealistically cool plot twists in which everyone wants to betray their loved ones. And this is accompanied, of course, by the dumbest shootouts somewhere on the street.
Detective. Where is the detective? We play for some half-naked drug addict, who only once came to the scene of the crime, and having found 2 clues, immediately resolved the case. Am I the only one confused that there are three or even four characters with the same skins?
In general, a terrible, unplayable project, from which it pulls to puke.
Rating: 1/10.
Briefly: WOTS UP, MEN?
Seriously, does the author think this project looks good?
The description alone made me dread the “Super Original Black Home Khabarovsk City Promotion” plot, in which we will be watching ALREADY TWO characters.
Gang leader. Guard. Here is the guard, even shout. What kind of stupid dialogue is this? Why such abrupt cut-scenes that jump from one place to another? WHERE IS THE LOGIC, CARL??? I got carried away at the very beginning, when the gg allegedly flew away for several years somewhere to his homeland, and then returned and found out about the collapse of his gang by a certain Andrey (Latin American name, mmm). And all this happens in 20 seconds! And then there are unrealistically cool plot twists in which everyone wants to betray their loved ones. And this is accompanied, of course, by the dumbest shootouts somewhere on the street.
Detective. Where is the detective? We play for some half-naked drug addict, who only once came to the scene of the crime, and having found 2 clues, immediately resolved the case. Am I the only one confused that there are three or even four characters with the same skins?
In general, a terrible, unplayable project, from which it pulls to puke.
Rating: 1/10.
Let there be chaos from GreyTorch.
Briefly: Well, this is quite somehow petty.
Our author was inspired by the SCP universe and area 69. And by crossing these two monsters in his head, he created this. A prologue to a project in which a certain Chaos (I believe) will single-handedly destroy an entire research center of the SCP Foundation. What could be wrong with this project?
And it's not like that. Firstly, for the prologue, we did not get at least a fraction of the plot that could interest us in the passage of the future project. The same "Incident 5060" in one mission was able to tell a small, but more or less complete story.
Secondly, the gameplay is very lame. Boring gunfights in area 69 - we have seen 1000 and 1 of these. And here again.
Eye-catching crooked cut-scenes in which the camera looks somewhere at the wall.
And also the banal disabling of the stars in the mission - they didn’t teach at school or what?
In general, some kind of nonsense. How did this project even get a Liberty exclusive star?!
Rating: 1/10.
Briefly: Well, this is quite somehow petty.
Our author was inspired by the SCP universe and area 69. And by crossing these two monsters in his head, he created this. A prologue to a project in which a certain Chaos (I believe) will single-handedly destroy an entire research center of the SCP Foundation. What could be wrong with this project?
And it's not like that. Firstly, for the prologue, we did not get at least a fraction of the plot that could interest us in the passage of the future project. The same "Incident 5060" in one mission was able to tell a small, but more or less complete story.
Secondly, the gameplay is very lame. Boring gunfights in area 69 - we have seen 1000 and 1 of these. And here again.
Eye-catching crooked cut-scenes in which the camera looks somewhere at the wall.
And also the banal disabling of the stars in the mission - they didn’t teach at school or what?
In general, some kind of nonsense. How did this project even get a Liberty exclusive star?!
Rating: 1/10.
Village life by Onspeed9999.
In short: It's close.
Somehow our author swims. "Troy" was a proper project, "Pervoe Izvestia" completely broke off, but what about the guys from the village? Here is the point of contention.
On the one hand, we have a kind of story about ordinary guys from the village who somehow cope with their problems. But on the other hand, we have a completely unfinished story, devoid of both beginning and end. Yes, there is not even a rod.
Includes us in what is happening in the project only description. If you start the project and play, then you simply will not understand anything. In the course of the project, we, like stupid dummies, simply perform meager missions that do not affect what is happening in any way. And in the end, we just deal with one problem that has arisen, literally sucked from the finger.
What is the author's problem? In his laziness. The project lacks a structured plot. The idea is already there. There are also not enough characters, with backgrounds and characters.
The gameplay of the project also does not shine. Although the same set fire to a biker town could be implemented through the “Destruction of objects”.
When creating a mission, the author just needs to think - is this generally normal, or not? Sometimes on the screen such nonsense is going on. That's why we took her truck from the grandmother, if in the next mission we already have 2 buggies? Ron said so confidently, "We need a truck for the mission." Why was he needed in the end? Yes, and another stupid moment - before the murder of the guards, Ron stood nearby, and immediately after he took it and ran away to the farm. Where is the logic?
Yes, logic sometimes just makes self-drunk.
In general, let's hope for progress. For now, it's not enough.
Rating: 3/10.
In short: It's close.
Somehow our author swims. "Troy" was a proper project, "Pervoe Izvestia" completely broke off, but what about the guys from the village? Here is the point of contention.
On the one hand, we have a kind of story about ordinary guys from the village who somehow cope with their problems. But on the other hand, we have a completely unfinished story, devoid of both beginning and end. Yes, there is not even a rod.
Includes us in what is happening in the project only description. If you start the project and play, then you simply will not understand anything. In the course of the project, we, like stupid dummies, simply perform meager missions that do not affect what is happening in any way. And in the end, we just deal with one problem that has arisen, literally sucked from the finger.
What is the author's problem? In his laziness. The project lacks a structured plot. The idea is already there. There are also not enough characters, with backgrounds and characters.
The gameplay of the project also does not shine. Although the same set fire to a biker town could be implemented through the “Destruction of objects”.
When creating a mission, the author just needs to think - is this generally normal, or not? Sometimes on the screen such nonsense is going on. That's why we took her truck from the grandmother, if in the next mission we already have 2 buggies? Ron said so confidently, "We need a truck for the mission." Why was he needed in the end? Yes, and another stupid moment - before the murder of the guards, Ron stood nearby, and immediately after he took it and ran away to the farm. Where is the logic?
Yes, logic sometimes just makes self-drunk.
In general, let's hope for progress. For now, it's not enough.
Rating: 3/10.
KI.PR by Mr.Mixer.
In short: An interesting prologue.
The mixer is back in business! I thought he wouldn't show up again. But no, as we see, he dutifully saws projects. And now, to his future offspring, he released a small prologue.
Plot.
Most of the plot of the future project is presented in the description. The idea is good. Some covert organization opposes the formation of "monopoly-terrorists". At the same time, she likes to make a fuss. The main thing is that the author should implement this idea in a really interesting way, and not turn everything into chases, shootouts and simple murders committed to “put things in order”.
In the project itself, we are introduced to 4 characters (not the fact that they are the main ones) and show one of their tasks. In general, the goal was clear, but the methods were not very good. Again, few details, but I still don't understand why we had to rob someone in order to end up killing the target? Or was the stolen treasure the ticket to our goal?
The four characters are not developed at all.
Gameplay.
The mission meets us with a shooter from the inside of the truck. In principle, it is playable, although sometimes there is an imbalance towards mobs. The thing with exploding cars is cool. The firefight in the building was short and unremarkable.
I liked the mapping on the roof, as well as the cut scenes. Still ugala with the faces of the quartet. Freak one worse than the other. Well, on the other hand, not everyone can be handsome.
Outcome.
A rather short pilot episode, in which you really don’t understand anything about the future project. More information is given in the description of the project.
Rating: 7/10.
In short: An interesting prologue.
The mixer is back in business! I thought he wouldn't show up again. But no, as we see, he dutifully saws projects. And now, to his future offspring, he released a small prologue.
Plot.
Most of the plot of the future project is presented in the description. The idea is good. Some covert organization opposes the formation of "monopoly-terrorists". At the same time, she likes to make a fuss. The main thing is that the author should implement this idea in a really interesting way, and not turn everything into chases, shootouts and simple murders committed to “put things in order”.
In the project itself, we are introduced to 4 characters (not the fact that they are the main ones) and show one of their tasks. In general, the goal was clear, but the methods were not very good. Again, few details, but I still don't understand why we had to rob someone in order to end up killing the target? Or was the stolen treasure the ticket to our goal?
The four characters are not developed at all.
Gameplay.
The mission meets us with a shooter from the inside of the truck. In principle, it is playable, although sometimes there is an imbalance towards mobs. The thing with exploding cars is cool. The firefight in the building was short and unremarkable.
I liked the mapping on the roof, as well as the cut scenes. Still ugala with the faces of the quartet. Freak one worse than the other. Well, on the other hand, not everyone can be handsome.
Outcome.
A rather short pilot episode, in which you really don’t understand anything about the future project. More information is given in the description of the project.
Rating: 7/10.
I’ll tell you a secret that site moderation doesn’t care about the quality of the project.
They check your files for viruses, and your description for culture and anti-propaganda of everything bad in this world.
And the fact that the project is bad - they do not care. But we don't.
They check your files for viruses, and your description for culture and anti-propaganda of everything bad in this world.
And the fact that the project is bad - they do not care. But we don't.
Boys(remake) by Ryan Gosling.
In short: Was it better before?!
I don’t quite understand the author’s intention to abandon the previously established series on boys and start all over again.
And it would be nice if the author just made improvements to his previous works. But instead, he simply decided to copy the original. Has it gotten better? Definitely not.
No one is interested in watching the poorly filmed (due to the capabilities of the SA) series The Boys. Trite, because the game lacks facial expressions. And the author in the project clearly lacks ambient and background sounds (walking, breathing, grumbling, etc.).
But that's not even the point. The essence of the idea. The previous "Boys" were an interpretation with a bias towards GTA heroes. And it was really interesting to look at all the familiar characters from the other side. In addition, this approach clearly expressed the work of the author on the project.
Now we have a simple copy-paste that does not attract anything to itself.
Rating: 5.5/10.
In short: Was it better before?!
I don’t quite understand the author’s intention to abandon the previously established series on boys and start all over again.
And it would be nice if the author just made improvements to his previous works. But instead, he simply decided to copy the original. Has it gotten better? Definitely not.
No one is interested in watching the poorly filmed (due to the capabilities of the SA) series The Boys. Trite, because the game lacks facial expressions. And the author in the project clearly lacks ambient and background sounds (walking, breathing, grumbling, etc.).
But that's not even the point. The essence of the idea. The previous "Boys" were an interpretation with a bias towards GTA heroes. And it was really interesting to look at all the familiar characters from the other side. In addition, this approach clearly expressed the work of the author on the project.
Now we have a simple copy-paste that does not attract anything to itself.
Rating: 5.5/10.
Briefly: Three morons is a force!
Congratulations on joining the horny duo club, newbie.
What is Project Three? In fact, this is a short story about the super mega future Moscow city robbers who rob any bank that gets in their way. And then they safely lie down on the bottom. Here, in fact, the whole plot. Boring, sloppy.
With the gameplay part, they also screwed up. The project is more like a carbon copy of one of the missions from vanilla SA. And obviously a simplified version.
Cut-scenes are very simple, with children's dialogues. BUT NO ERROR! Which is very pleasing.
In principle, for starters - go.
So I wish the author good luck in development.
Rating: 3/10.
Congratulations on joining the horny duo club, newbie.
What is Project Three? In fact, this is a short story about the super mega future Moscow city robbers who rob any bank that gets in their way. And then they safely lie down on the bottom. Here, in fact, the whole plot. Boring, sloppy.
With the gameplay part, they also screwed up. The project is more like a carbon copy of one of the missions from vanilla SA. And obviously a simplified version.
Cut-scenes are very simple, with children's dialogues. BUT NO ERROR! Which is very pleasing.
In principle, for starters - go.
So I wish the author good luck in development.
Rating: 3/10.
First news from Onspeed9999.
Summary: Oh no, we screwed up.
Well, this project is generally straight ORIGINAL. First, the scene is the same as in the previous project. What it liked the author - the devil knows. Apparently he still hasn't recovered from the super-cool jump over the bridge.
Secondly, I have never seen a more banal plot anywhere ... Set aside, there is a magnificent "Night Penetration", and everyone's favorite "Deal". But they can have such a plot, but everyone else can’t.
So, the idea from the category - go there, kill that one - is only suitable for those projects where you, my dear author, want to surprise with something other than the plot. Either gameplay, or cut scenes, or humor, etc.
And not these simple shootings for 5 minutes.
Boring, stupid, careless.
Rating: 1.5/10.
Summary: Oh no, we screwed up.
Well, this project is generally straight ORIGINAL. First, the scene is the same as in the previous project. What it liked the author - the devil knows. Apparently he still hasn't recovered from the super-cool jump over the bridge.
Secondly, I have never seen a more banal plot anywhere ... Set aside, there is a magnificent "Night Penetration", and everyone's favorite "Deal". But they can have such a plot, but everyone else can’t.
So, the idea from the category - go there, kill that one - is only suitable for those projects where you, my dear author, want to surprise with something other than the plot. Either gameplay, or cut scenes, or humor, etc.
And not these simple shootings for 5 minutes.
Boring, stupid, careless.
Rating: 1.5/10.
Briefly: Oh No, Sidoji, you've cut yourself off again?!
The product of another brilliant idea to continue the plot of the main SA series. But this is not second-rate, but the most overdue product. There is no normal story, the gameplay is very boring, cheap cut-scenes. And what is this "Night penetration" syndrome - to indicate where to go in the dialogues?
In general, an attempt to make an "unreal cool" project ended in failure.
Although the teaser was promising.
The product of another brilliant idea to continue the plot of the main SA series. But this is not second-rate, but the most overdue product. There is no normal story, the gameplay is very boring, cheap cut-scenes. And what is this "Night penetration" syndrome - to indicate where to go in the dialogues?
In general, an attempt to make an "unreal cool" project ended in failure.
Although the teaser was promising.
Briefly: Another brilliant project from Cheldak?!
But nichrome. For the sake of this short story, I had to play the first part. I'd rather abstain. Clumsy, truly childish dialogues, poorly staged cut-scenes. Bad gameplay. And most importantly, the plot. If we make an association, then the plot in this project is like a crumpled sheet of paper, with which they wiped their buttocks. Horror and disgust.
But I can note two pleasant moments.
1) A joke on the main bridge with weapons, when the author literally read my thoughts and wrote himself "they say you still have weapons."
2) Final project. Some kind of mysticism appeared, and here it is (a cut-scene for 1 minute) is much more interesting than the whole project as a whole.
But nichrome. For the sake of this short story, I had to play the first part. I'd rather abstain. Clumsy, truly childish dialogues, poorly staged cut-scenes. Bad gameplay. And most importantly, the plot. If we make an association, then the plot in this project is like a crumpled sheet of paper, with which they wiped their buttocks. Horror and disgust.
But I can note two pleasant moments.
1) A joke on the main bridge with weapons, when the author literally read my thoughts and wrote himself "they say you still have weapons."
2) Final project. Some kind of mysticism appeared, and here it is (a cut-scene for 1 minute) is much more interesting than the whole project as a whole.
Briefly: Oh, and the third time did not work.
Remember the project about Afghanistan from Stepa2? Do you remember how awkward and inappropriate he was?
So, here everything is the same. The author tried to make a project based on the universe. But the trouble is that there is no lore or a normal plot in the game. I did not understand why we did all this in the project. And since I'm weak in the subway universe, my misunderstanding multiplied by 2.
I also note weak mapping, incorrectly selected skins, the absence of any ambient, and, in principle, the idea is delusional (as in the previous projects of the author). Dialogues are simple and boring. Cut scenes are rough.
I can't say enough good things about the project.
Remember the project about Afghanistan from Stepa2? Do you remember how awkward and inappropriate he was?
So, here everything is the same. The author tried to make a project based on the universe. But the trouble is that there is no lore or a normal plot in the game. I did not understand why we did all this in the project. And since I'm weak in the subway universe, my misunderstanding multiplied by 2.
I also note weak mapping, incorrectly selected skins, the absence of any ambient, and, in principle, the idea is delusional (as in the previous projects of the author). Dialogues are simple and boring. Cut scenes are rough.
I can't say enough good things about the project.
And we don't need such continuation, please)
P.s. What, are we doing a sequel to War Sam in the next OMA?
Or better about Strong Sam (About Samogon, if someone didn't understand, gee gee)...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
P.s. What, are we doing a sequel to War Sam in the next OMA?
Or better about Strong Sam (About Samogon, if someone didn't understand, gee gee)...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
We want only full-fledged, conscious, well-developed projects with a good idea.
P.s. But the music is carbon monoxide...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
P.s. But the music is carbon monoxide...
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A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
The most laughter, the missions are generally not related to each other. In general... You don't have to do that.
Do you want to make a mission on the theme ...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
Do you want to make a mission on the theme ...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 15, 2023. (DYOM_Review #42)
In the original SA, in fact, there are few such versatile gameplay missions. Basically it all comes down to shooting. And here it is completely different.
I want to express special gratitude to the authors for the work done...
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A full review can be found in the Russian DYOM Community group dated March 12, 2023. (DYOM_Review #41)
I want to express special gratitude to the authors for the work done...
___________________________________
A full review can be found in the Russian DYOM Community group dated March 12, 2023. (DYOM_Review #41)
It is ironic that the appearance of a screamer was not as scary as walking through a completely empty house.
An amazing project that...
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A full review can be found in the Russian DYOM Community group dated March 09, 2023. (DYOM_Review #40)
An amazing project that...
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A full review can be found in the Russian DYOM Community group dated March 09, 2023. (DYOM_Review #40)
I won't rant for a long time for two reasons.
1) One of the missions (the one that must be completed first) for some reason seemed empty. Those. there is nothing in it at all.
2) The main mission in which we play as a reporter is short and boring. I don’t really understand the events of the universe yet, so I can’t say with exact certainty what role Carnage plays in all this.
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A full review can be found in the group of the Russian DYOM Community dated February 26, 2023. (DYOM_Review #39)
1) One of the missions (the one that must be completed first) for some reason seemed empty. Those. there is nothing in it at all.
2) The main mission in which we play as a reporter is short and boring. I don’t really understand the events of the universe yet, so I can’t say with exact certainty what role Carnage plays in all this.
___________________________________
A full review can be found in the group of the Russian DYOM Community dated February 26, 2023. (DYOM_Review #39)
Calm balanced shooter. Not a stressful ride.
Well choreographed cutscenes that lack...
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A full review can be found in the Russian DYOM Community group dated February 26, 2023. (DYOM_Review #39)
Well choreographed cutscenes that lack...
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A full review can be found in the Russian DYOM Community group dated February 26, 2023. (DYOM_Review #39)
A very pleasant game. If you want to relax, but don't want to see the Freak Eater in the Arcade from ZeHater, then "HOTLINE" from Zadrota is your choice. Such successful games (unless they are specially made) are a rarity these days....
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A full review can be found in the group of the Russian DYOM Community dated February 24, 2023. (DYOM_Review #38)
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A full review can be found in the group of the Russian DYOM Community dated February 24, 2023. (DYOM_Review #38)
Actually, a special case. I changed my mind twice during the playthrough. In the beginning - when the project turned out to be completely different from what you expected to see after reading the description. And in the middle - when the project ...
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A full review can be found in the group of the Russian DYOM Community dated February 24, 2023. (DYOM_Review #38)
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A full review can be found in the group of the Russian DYOM Community dated February 24, 2023. (DYOM_Review #38)
Interesting project. But, as many have already complained, painfully short. You don't even have time to think about what's going on. You have to think about everything after the end of the mission, staring blankly at the screen. Let's hope that next time Raptall won't limit himself to such short timing...
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A full review can be found in the Russian DYOM Community group dated January 15, 2023. (DYOM_Review #37)
P.s. A competition with a prize has started in the RDS group. Please take part).
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A full review can be found in the Russian DYOM Community group dated January 15, 2023. (DYOM_Review #37)
P.s. A competition with a prize has started in the RDS group. Please take part).
... That's honestly - a bucket. There is no point in the project, in the dialogues, in the actions of the characters. It's very boring to play. Sometimes (as happened to me during the first playthrough) you just want to collapse the project, and then put it in the trash. Then demolish DUOM, Windu, life, planet...
___________________________________
A full review can be found in the Russian DYOM Community group dated January 15, 2023. (DYOM_Review #37)
P.s. A competition with a prize has started in the RDS group. Please take part).
___________________________________
A full review can be found in the Russian DYOM Community group dated January 15, 2023. (DYOM_Review #37)
P.s. A competition with a prize has started in the RDS group. Please take part).
...Based on the gameplay, I can say that it is less than necessary here. Lacks literally some 10 minutes of gameplay to complete what is happening. But in general, the shootings are tolerable.
Honestly, I would like to see the second part...
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A full review can be found in the Russian DYOM Community group of September 21, 2022. (DYOM_Review #33)
Honestly, I would like to see the second part...
__________________________________________
A full review can be found in the Russian DYOM Community group of September 21, 2022. (DYOM_Review #33)
Thirdly, the lack of the plot itself. Because of this confusion with the detective, the overall plot of the plot also suffered. By the end of the project, you already get confused and do not quite understand what is happening now and what awaits us in the future. How did we go from investigating a murder in a car to rounding up Tom and his colleague? And at the same time, there was no exact evidence for this, but we still went by storm ... It's not clear.
But I can note beautiful cut scenes, mapping compositions, and dialogues. I especially liked the conversations while driving - I really enjoyed them...
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A full review can be found in the Russian DYOM Community group dated September 28, 2022 (DYOM_Obzor No. 34)
But I can note beautiful cut scenes, mapping compositions, and dialogues. I especially liked the conversations while driving - I really enjoyed them...
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A full review can be found in the Russian DYOM Community group dated September 28, 2022 (DYOM_Obzor No. 34)
... Also, do not forget about the strange lines slipping through the plot. Most likely, they have some philosophical meaning. Or maybe it's just our thoughts about what happened. Not everyone remains sane after the war.
In general, the project is not very serious, but it will do for once.
-------------------------------------------------- --
A full review can be found in the Russian DYOM Community group dated September 28, 2022 (DYOM_Obzor No. 34)
In general, the project is not very serious, but it will do for once.
-------------------------------------------------- --
A full review can be found in the Russian DYOM Community group dated September 28, 2022 (DYOM_Obzor No. 34)
... CHECKPOINTS AND WE ARE WARNED ABOUT EVERY GUARD!!!). And all this for the sake of one super-important photo.
MASTERPIECE, EPTE!...
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A full review can be found in the Russian DYOM Community group dated September 17, 2022. (DYOM_Review #32)
MASTERPIECE, EPTE!...
___________________________________
A full review can be found in the Russian DYOM Community group dated September 17, 2022. (DYOM_Review #32)
I must admit - the project is worthy of its modest place in the Sisov universe. Of course, in terms of quality, it is significantly inferior to all other works in this universe, but as a spin-off - it's even nothing...
___________________________________
A full review can be found in the Russian DYOM Community group dated September 17, 2022. (DYOM_Review #32)
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A full review can be found in the Russian DYOM Community group dated September 17, 2022. (DYOM_Review #32)
The project is very strange and incomprehensible. However, these feelings are not created by the creative style of the author. They are created by the ugly narrative in the project, which you can only dream about when you are delirious...
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A full review can be found in the Russian DYOM Community group dated 09/07/2022. (DYOM_Review #31)
____________________________________________-
A full review can be found in the Russian DYOM Community group dated 09/07/2022. (DYOM_Review #31)
Either way, the project looks interesting and fun to play. Rarely in the open spaces of Liberty comes out such creativity. But at least once a season you need to release something like that. Otherwise, everyone's projects are painfully serious, or completely trashy...
-----------------------------------------
A full review can be found in the Russian DYOM Community group dated 09/07/2022. (DYOM_Review #31)
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A full review can be found in the Russian DYOM Community group dated 09/07/2022. (DYOM_Review #31)
This project looks very iconic, especially when you realize that it was made back in 2013. At that time, it could generally be considered a masterpiece. Throws in nostalgia about those carefree times, huh. Thanks to the author for the project!
___________
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A full review in the group of the Russian DYOM Community dated 09/03/2022 (DYOM_Review No. 30).
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A full review in the group of the Russian DYOM Community dated 09/03/2022 (DYOM_Review No. 30).
Heavy, very heavy and tedious project turned out. It lacks a lot of detail to be the maniac project you expect. I forgot to say that the project contains various references to other works. And they look appropriate, sometimes funny.
If after Lucy I was tired, but still felt the slightest interest, then after this project I am completely empty. Especially the ending upset, which just ended in nothing. They killed the maniac, and that's it...
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A full review in the group of the Russian DYOM Community dated 09/03/2022 (DYOM_Review No. 30).
If after Lucy I was tired, but still felt the slightest interest, then after this project I am completely empty. Especially the ending upset, which just ended in nothing. They killed the maniac, and that's it...
--------------------
A full review in the group of the Russian DYOM Community dated 09/03/2022 (DYOM_Review No. 30).
... How does this even relate to the main plot of SA? There, the missions had two directions: 1) Direct or indirect relation to the plot and 2) Complete indifference to the plot, but there was something fun and new gameplay. What do we see here? Neither one nor the other...
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For a full review, see the group of the Russian DYOM Community, which will be released on 08/30/2022. (DYOM_Review #29)
__________________________________
For a full review, see the group of the Russian DYOM Community, which will be released on 08/30/2022. (DYOM_Review #29)
In general, the mission has no plot, no gameplay, cut scenes look as cheap as possible (especially when 4 lines are written in one line at once).
P.s. I advise you to check everything yourself, or give it to someone else to check before uploading it to Liberty.
__________________________________
For a full review, see the group of the Russian DYOM Community, which will be released on 08/30/2022. (DYOM_Review #29)
P.s. I advise you to check everything yourself, or give it to someone else to check before uploading it to Liberty.
__________________________________
For a full review, see the group of the Russian DYOM Community, which will be released on 08/30/2022. (DYOM_Review #29)
Thanks for the childhood